文本对象 Unity 上的 Onclickevent [英] Onclickevent on a textObject Unity
问题描述
因此,我正在尝试在 Unity 中的文本元素上添加 OnclickEvent.(UnityEngine.UI.Text)但是 Text 对象没有 onclick 事件处理程序.我很确定这是可能的,或者 Unity 应该是第一种无法单击文本对象的语言.我已经找到了
<块引用>你不能,至少不能直接.使用 OnGUI 绘制的 GUIText 不检测输入,您必须使用 GUI 按钮.但是您根本不应该使用 OnGUI.几个月前发布了新的 Unity UI 系统,它非常出色.您应该更新到 Unity 4.6.3 并开始使用它.
<小时>或者,您可以使用
<小时>两者基本上都会做或多或少相同的事情:
<小时>第一个的巨大优势是您可以轻松增强它,例如通过视觉反馈(如更改按钮的颜色):
[RequireComponent(typeof(Text))]公共类 TextButton : MonoBehaviour, IPointerClickHandler, IPointerDownHandler, IPointerUpHandler, IPointerEnterHandler, IPointerExitHandler{#region 检查器公共颜色 NormalColor = Color.black;公共颜色 HoverColor = Color.black;公共颜色 PressColor = Color.black;public Color DisabledColor = Color.gray;//在检查器中添加回调,如按钮公共 UnityEvent onClick;#endregion 检查员私人布尔_isInteractive = true;公共布尔互动{得到{返回 _isInteractive;}放{_isInteractive = 值;更新颜色();}}私人布尔_isPressed;私人布尔_isHover;私人文本_textComponent;私有文本文本组件{得到{if(!_textComponent) _textComponent = GetComponent() ??gameObject.AddComponent();}}私有无效 Updatecolor(){如果(!交互式){TextComponent.color = DisabledColor;返回;}如果(被按下){TextComponent.color = PressColor;返回;}如果(是悬停){TextComponent.color = HoverColor;返回;}TextComponent.color = NormalColor;}#region IPointer 回调public void OnPointerClick(PointerEventData pointerEventData){//输出到控制台单击的游戏对象的名称和以下消息.单击游戏对象时,您可以将其替换为您自己的操作.Debug.Log(name + " Game Object Clicked!", this);//调用你的事件onClick.Invoke();}public void OnPointerDown(PointerEventData eventData){如果(!_isHover)返回;_isPressed = 真;更新颜色();}public void OnPointerUp(PointerEventData eventData){如果(!_isHover)返回;_isPressed = 假;更新颜色();}public void OnPointerEnter(PointerEventData eventData){_isHover = 真;更新颜色();}public void OnPointerExit(PointerEventData eventData){_isHover = 假;_isPressed = 假;更新颜色();}#endregion IPointer 回调}
So, i'm trying to add an OnclickEvent on a Text Element in Unity. (UnityEngine.UI.Text) But the Text object doesn't have a onclick event handler. I'm pretty sure this is possible, or Unity should be the first language where it's not possible to click a Text Object. I already found
You can't, at least not directly. The GUIText drawn with OnGUI doesn't detect input, you would have to use a GUI button. But you should not be using OnGUI at all. The new Unity UI system was released a few months ago, it's vastly superior. You should update to Unity 4.6.3 and start using that instead. Not Possible to add onclick event
But i just can't image it's not possible to click on text. I really don't want to use a button for Layout reasons.
Thanks
You can simply create your own click handler using the IPointerClickHandler
interface and a UnityEvent
:
public class TextButton : MonoBehaviour, IPointerClickHandler
{
// add callbacks in the inspector like for buttons
public UnityEvent onClick;
public void OnPointerClick(PointerEventData pointerEventData)
{
//Output to console the clicked GameObject's name and the following message. You can replace this with your own actions for when clicking the GameObject.
Debug.Log(name + " Game Object Clicked!", this);
// invoke your event
onClick.Invoke();
}
}
Ensure an
EventSystem
exists in the Scene to allow click detection. For click detection on non-UI GameObjects, ensure aPhysicsRaycaster
is attached to theCamera
.
Alternatively you could use the EventTrigger
component.
both will basically do more or less the same thing:
The huge advantage of the first one is you could easily enhance it, for example with visual feedback like changing the color of a button:
[RequireComponent(typeof(Text))]
public class TextButton : MonoBehaviour, IPointerClickHandler, IPointerDownHandler, IPointerUpHandler, IPointerEnterHandler, IPointerExitHandler
{
#region Inspector
public Color NormalColor = Color.black;
public Color HoverColor = Color.black;
public Color PressColor = Color.black;
public Color DisabledColor = Color.gray;
// add callbacks in the inspector like for buttons
public UnityEvent onClick;
#endregion Inspector
private bool _isInteractive = true;
public bool interactive
{
get
{
return _isInteractive;
}
set
{
_isInteractive = value;
UpdateColor();
}
}
private bool _isPressed;
private bool _isHover;
private Text _textComponent;
private Text TextComponent
{
get
{
if(!_textComponent) _textComponent = GetComponent<Text>() ?? gameObject.AddComponent<Text>();
}
}
private void Updatecolor()
{
if (!interactive)
{
TextComponent.color = DisabledColor;
return;
}
if (isPressed)
{
TextComponent.color = PressColor;
return;
}
if (isHover)
{
TextComponent.color = HoverColor;
return;
}
TextComponent.color = NormalColor;
}
#region IPointer Callbacks
public void OnPointerClick(PointerEventData pointerEventData)
{
//Output to console the clicked GameObject's name and the following message. You can replace this with your own actions for when clicking the GameObject.
Debug.Log(name + " Game Object Clicked!", this);
// invoke your event
onClick.Invoke();
}
public void OnPointerDown(PointerEventData eventData)
{
if(!_isHover)return;
_isPressed = true;
Updatecolor();
}
public void OnPointerUp(PointerEventData eventData)
{
if(!_isHover)return;
_isPressed = false;
Updatecolor();
}
public void OnPointerEnter(PointerEventData eventData)
{
_isHover = true;
Updatecolor();
}
public void OnPointerExit(PointerEventData eventData)
{
_isHover = false;
_isPressed = false;
Updatecolor();
}
#endregion IPointer Callbacks
}
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